So Matt, about those 10 ships....

Ok folks, now for the "good" Valen-class ship :)

Valen-class Advanced Destroyer Battle
As the original White Star fleet began to be eroded by losses, a new design was postulated. Built along lines suggested by leading architects in the Warrior Caste, the Valen was intended to give a compromise between the traditional Minbari ship style and the need for patrol ships that can operate independently in deep space.

Speed: 10
Turn: 2/45o
Hull: 5
Damage: 40/11
Crew: 44/13
Troops: 3
Craft: 2 Aurora/Flyer
Special Rules: Advanced Jump Engine, Advanced Anti-Fighter 3, Agile, Command 2, Flight Computer, Stealth 5+
In Service: 2271+

Weapon Range Arc AD Special
Improved Neutron Laser 24 F 3 Beam, Precise, Triple Damage
Fusion Cannon 18 F 6 Mini-Beam, Twin-Linked
Fusion Cannon 18 A 6 Mini-Beam, Twin-Linked
Fusion Cannon 18 P 6 Mini-Beam, Twin-Linked
Fusion Cannon 18 S 6 Mini-Beam, Twin-Linked

Just one more ship to go Charles... ;)
 
Wow that ship is powerful compared to the already good Tinashi

it loses 1" range and 1 dice of DD beam to get a triple damage beam

and loses 2 dice of minbibeam to get

2 fighters
Agile and
Command +2
more damage and crew (with lower thresholds)

I'd drop both Agile and Command (at least) :?: If tis designed to operate independantly - Command seems a very strange trait?
 
I did a playtest with the Psi Corp Dark stars tonight if anyone is curious. This is using them with a 10" range on the slicer, since the whitestar beam range was nerfed.

5 Point Raid, Call to Arms all ships starting on table

Me:
Hunter-Class
Darkstar
Darkstar
Mothership

Opponent:
Apollo
Delphi
Chronos
Chronos
6x Firebolts

I won, with his Delphi escaping off the table edge, all other ships destroyed. One darkstar was pristine, one was down 2 dmg, 2 crew and the Hunter was down to 25 dmg, 20 crew. The mothership was slightly scratched.

Darkstars are like parachuting without a backup chute. From a fighter jet. I spent the whole fight dreading that one hit that would get through.

All in all my opponents fleet wasn't exactly optimal. I was not impressed with the Apollo and the Delphi was kind of a waste. The Hunter's stealth is already horrible and its not hard to get close to a Mothership if you really want to.

I think the Dark Star would be balanced with the 10" range on its main gun and dropping the SAP on its Pulse Cannons to just AP.
 
If your gonna playtest the darkstar, you need more then one game. I'd say the weapons are fine on a raid level ship with a patrol level damage and crew score. Like you said, one hit and its all over.
 
Oh I know, that was my initial impression tho. Upon further reflection the reduced range on the other guns I think means the Super AP is fine... gonna try to do another game today.

Edit: Did another game, random roll: 6 Point Call to Arms Skirmish vs Centauri

Opponent: 1 Liati, 1 Amar w/Rutarians, 2 Havens

Me: 2 Dark Stars, 1 Fighter Carrier, 2 Shadowcloaks

As you might expect, Liati's make Darkstars cry. My opponent maneuvered his havens to take advantage if my darkstars tried to zip past the Liati. I decided to just try and hit the Liati before it hit me since I won initiative and parked them off the Liati's nose and moved up the other 3 ships to support, scouting the Liati to redirect firepower.

The first darkstar managed to savage the Liati, and the Liati returned fire and obliterated one Darkstar and crippled the other.

My opponents Haven's came around and we ended up in a nice littlefurball. Long story short, the crippled Darkstar ran away and after my fighter carrier was crippled it decided to take one for the team and plowed headlong into the Liati, resulting in an enormous explosion that englufed the already damaged, Shadowcloaks, the Liati, the Fighter Carrier, and one of the Havens, along with all but one Rutarian flight.

So I lost, gave the Centauri a bloody nose, and learned that Darkstars might as well be fighters against enemies with accurate guns.
 
To complete the collection here is the final ship that we have stats for. BTW, Thanks for the feedback on the Dark Star, I'll have a think about incorporating those changes and we could post a revised list of ships with suggested changes...

Shadows
The Shadow fleet was elusive at the best of times and solid data on Shadow ships was only ever gained at the cost of many lives. However as the Shadow War progressed more was found out about the Shadow fleet and new ship types were occasionally seen.

Shadow Shuttle Skirmish
One of seldom-seen ships was some form of Shadow shuttle designed to transport sentients from the Young races carrying out missions for their Shadow masters. Although not strictly a combat vessel, the Shadow Shuttle is lightly armed and can fight off light resistance before fleeing to the safety of hyperspace.

Speed: 12
Turn: SM
Hull: 4
Damage: 10 (3)
Crew: -
Troops: -
Craft: None
Special Rules: Atmospheric, Dodge 4+, Scout, Self-Repair 1, Shields 3/3
In Service: Until 2261

Weapon Range Arc AD Special
Phasing Pulse Cannon 8 F 3 Accurate, Double Damage, Super AP
 
Madadh said:
Oh I know, that was my initial impression tho. Upon further reflection the reduced range on the other guns I think means the Super AP is fine... gonna try to do another game today.

Edit: Did another game, random roll: 6 Point Call to Arms Skirmish vs Centauri

Opponent: 1 Liati, 1 Amar w/Rutarians, 2 Havens

Me: 2 Dark Stars, 1 Fighter Carrier, 2 Shadowcloaks

As you might expect, Liati's make Darkstars cry. My opponent maneuvered his havens to take advantage if my darkstars tried to zip past the Liati. I decided to just try and hit the Liati before it hit me since I won initiative and parked them off the Liati's nose and moved up the other 3 ships to support, scouting the Liati to redirect firepower.

The first darkstar managed to savage the Liati, and the Liati returned fire and obliterated one Darkstar and crippled the other.

My opponents Haven's came around and we ended up in a nice littlefurball. Long story short, the crippled Darkstar ran away and after my fighter carrier was crippled it decided to take one for the team and plowed headlong into the Liati, resulting in an enormous explosion that englufed the already damaged, Shadowcloaks, the Liati, the Fighter Carrier, and one of the Havens, along with all but one Rutarian flight.

So I lost, gave the Centauri a bloody nose, and learned that Darkstars might as well be fighters against enemies with accurate guns.

Very interesting - thanks

Although did you mean Raziks on the Amar? Otherwise as they are two a wing - you need to sepnd two points in total rather than one ?
 
Triggy said:
To complete the collection here is the final ship that we have stats for. BTW, Thanks for the feedback on the Dark Star, I'll have a think about incorporating those changes and we could post a revised list of ships with suggested changes...

Shadows
The Shadow fleet was elusive at the best of times and solid data on Shadow ships was only ever gained at the cost of many lives. However as the Shadow War progressed more was found out about the Shadow fleet and new ship types were occasionally seen.

Shadow Shuttle Skirmish
One of seldom-seen ships was some form of Shadow shuttle designed to transport sentients from the Young races carrying out missions for their Shadow masters. Although not strictly a combat vessel, the Shadow Shuttle is lightly armed and can fight off light resistance before fleeing to the safety of hyperspace.

Speed: 12
Turn: SM
Hull: 4
Damage: 10 (3)
Crew: -
Troops: -
Craft: None
Special Rules: Atmospheric, Dodge 4+, Scout, Self-Repair 1, Shields 3/3
In Service: Until 2261

Weapon Range Arc AD Special
Phasing Pulse Cannon 8 F 3 Accurate, Double Damage, Super AP

looks interesting -I'd have given it stealth seeing as even the game designer was unaware of its existance!! :wink:

Da Boss wrote:
I had hoped that as per Triggys hint we would be getting a semi official skirmish Shadow ship?

Never anything official, semi or otherwise designed for this.
_________________
Matthew Sprange
 
Triggy said:
Shadow Shuttle Skirmish
One of seldom-seen ships was some form of Shadow shuttle designed to transport sentients from the Young races carrying out missions for their Shadow masters. Although not strictly a combat vessel, the Shadow Shuttle is lightly armed and can fight off light resistance before fleeing to the safety of hyperspace.

In that case, shouldn't it have a jump engine? ;)

Regards,

Dave
 
IIRC Shadow ships don't have or need one :)

thanks for posting Triggy :)

I have transfered all designs over to the other forum. If there is anything else on this forum that anyone thinks Needs to be saved may be worth them doing the same :)
 
Triggy said:
One of seldom-seen ships was some form of Shadow shuttle designed to transport sentients from the Young races carrying out missions for their Shadow masters.
Is this the ship we see bringing Anna Sheridan to B5?
 
I think it's meant to be the one Bester's squeeze is being transported in? Can't really rememeber how it looks though.
 
AdrianH said:
Triggy said:
One of seldom-seen ships was some form of Shadow shuttle designed to transport sentients from the Young races carrying out missions for their Shadow masters.
Is this the ship we see bringing Anna Sheridan to B5?

It would make sense but I don't think we see how she arrives - she just appears in Sheridans quarters. Morden seems to use normal transportation for the most part but I assumed he had access to a Shadow vessel when required (or when going to Zh'ha'Dum?)

Given its purpose I would go for stealth rather than dodge?

Wasn't Besters girl on a converted EA transport?
 
Da Boss said:
AdrianH said:
Triggy said:
One of seldom-seen ships was some form of Shadow shuttle designed to transport sentients from the Young races carrying out missions for their Shadow masters.
Is this the ship we see bringing Anna Sheridan to B5?

It would make sense but I don't think we see how she arrives - she just appears in Sheridans quarters. Morden seems to use normal transportation for the most part but I assumed he had access to a Shadow vessel when required (or when going to Zh'ha'Dum?)

Given its purpose I would go for stealth rather than dodge?

Wasn't Besters girl on a converted EA transport?

I vaguely remember a ship seen travelling right at the end of the previous episode which eventually proves to be Anna returning, don't remember what the ship looks like though.

my memory also says that the teep delivery is in a converted transport howver given my memory thats why I will be having another look tonight.
 
Da Boss said:
Very interesting - thanks

Although did you mean Raziks on the Amar? Otherwise as they are two a wing - you need to sepnd two points in total rather than one ?

Rutarians are like Firebolts, you can pay 1 patrol point to replace up to 4 flights of Sentris or Raziks which is what my opponent did.

That game definitely proved how fragile those ships are. If I use them in an upcoming campaign that includes the game I'm not sure if they'll survive. Right now looks like if you drop the range to 10" like its ISA couterpart it would be safely balanced.
 
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